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DEITY AGNI ADC GUIDE

Carry Conquest
2 0 417
by TottiGR updated June 25, 2025

Smite God: Agni

Build Guide Discussion 0 More Guides
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Agni Build

Attack Speed Starter

Notes Leather Cowl is the best starter right now for an attack speed based build because it will provide you with high attack speed stats, good strength and some lifesteal not much but enough.

Axe will evolve into Devourer's Gauntlet.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

Leather Cowl is the best starter right now for an attack speed based build because it will provide you with high attack speed stats, good strength and some lifesteal not much but enough.

Axe will evolve into Devourer's Gauntlet.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Leather Cowl Leather Cowl
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Final Build

Notes Hunter's Cowl it is a really good starter because provides you high strength, some lifesteal but the most important thing: 30% attack speed and 10% extra lifesteal when you are around an ally.

Devourer's Gauntlet this item gives you power and lifesteal, it is a really good starter item because the first you stack, you will have better sustain during laning phase and late game fights.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that what an ADC needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Hunter's Cowl it is a really good starter because provides you high strength, some lifesteal but the most important thing: 30% attack speed and 10% extra lifesteal when you are around an ally.

Devourer's Gauntlet this item gives you power and lifesteal, it is a really good starter item because the first you stack, you will have better sustain during laning phase and late game fights.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that what an ADC needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Hunter's Cowl Hunter's Cowl
Build Item Devourer's Gauntlet (Evolved) Devourer's Gauntlet (Evolved)
Build Item The Executioner The Executioner
Build Item Qin's Blade Qin's Blade
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow
Build Item Dominance Dominance
Build Item Purification Beads Purification Beads

Alternative Relics

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Critical Choices

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow, Titan's Bane and Dominance.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow, Titan's Bane and Dominance.

Build Item Rage Rage
Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

God Aspect Activated

Aspect of Combustion

Your Basic Attacks now ignite enemies dealing damage over time and stacking 5 times. Flame Wave and Rain of Fire consume ignites dealing a burst of damage. Rain of Fire deals reduced damage.

Agni's Skill Order

Noxious Fumes

1 X Y
Noxious Fumes
3 15 16 18 19

Flame Wave

2 A B
Flame Wave
2 4 6 7 10

Path of Flames

3 B A
Path of Flames
1 8 11 12 14

Rain Fire

4 Y X
Rain Fire
5 9 13 17 20
Noxious Fumes
3 15 16 18 19

Noxious Fumes

1 X
Summon a cloud of noxious fumes which deals Magical Damage every second. Hitting the fumes with any of your other abilities detonates the gas, Stunning and dealing Magical Damage to enemies in the area.

Damage: 10 / 20 / 30 / 40 / 50
Damage Scaling: 5% Intelligence
Explode Damage: 20 / 40 / 60 / 80 / 100
Explode Damage Scaling: 20% Intelligence
Stun Duration: 80s
Range: 8.8m
Radius: 3.2m
Cooldown: 13s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Fumes last for 10s.
Flame Wave
2 4 6 7 10

Flame Wave

2 A
Summon a wave of fire, dealing Magical Damage. Ignites Noxious Fumes.

Damage: 100 / 155 / 210 / 265 / 320
Damage Scaling: 65% Intelligence
Range: 8m
Radius: 2.6m
Cooldown: 15 / 14.5 / 14 / 13.5 / 13
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Persists for 1s after reaching max distance.
Path of Flames
1 8 11 12 14

Path of Flames

3 B
Dash forward and leave a trail of fire behind you. Enemies that enter the area take Magical Damage every 0.5s for 2s.
  • You are Displacement Immune while Dashing.
  • Ignites Noxious Fumes.
Damage: 20 / 30 / 40 / 50 / 60
Damage Scaling: 15% Intelligence
Range: 9.6m
Cooldown: 16s
Cost: 70 / 75 / 80 / 85 / 90

Additional Notes:
  • Flame trail lasts for 3s.
  • Enemies that are being damaged and touch the area again have their damage duration refreshed.
Rain Fire
5 9 13 17 20

Rain Fire

4 Y
Summon a meteor, dealing Magical Damage.
  • You can have up to 3 charges of this ability.
  • Ignites Noxious Fumes.
Damage: 135 / 175 / 215 / 255 / 295
Damage: 65% Intelligence
Range: 10.4m
Radius: 3.2m
Cooldown: 20s
Cost: 10

Additional Notes:
  • You are Slowed by 50% while summoning a meteor.

Agni Threats

Tap each threat level to view Agni’s threats

Max
3
Major
1
Even
0
Minor
0
Tiny
0

Agni Synergies

Tap each synergy level to view Agni’s synergies

Ideal
1
Strong
3
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Agni as an ADC.

Here are my socials:

Aspect of Combustion

You should always use the Aspect of Combustion because your basic attacks will ignite enemies, dealing damage and stacking a max of 5 stacks. After hitting 5 stacks the next skill does an extra damage to the enemy.

Remember to play smart with it because you can easily burst an enemy after hitting the 5 stacks into the enemy ADC.

Agni Abilities

Agni's Abilities


COMBUSTION (PASSIVE) - CLICK FOR INFO


NOXIOUS FUMES (1) - CLICK FOR INFO


FLAME WAVE (2) - CLICK FOR INFO


PATH OF FLAMES (3) - CLICK FOR INFO


RAIN FIRE (ULTIMATE) - CLICK FOR INFO

How to play Agni as ADC

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2 and you should always look to upgrade your escaping ability to avoid dying because of getting ganked early, in this case is Path of Flames and then if you have won the pressure go to the central buff, do it with your support and then come back to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)

  • If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: beads of purification, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How to Ward as ADC

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

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